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1) How the brain forms patterns by combining ideas with evidence from the visual world. Patterns emerge through top-down and bottom-up processes in the visual cortex.
2) The binding problem, where disconnected visual features must be combined into coherent patterns and objects. Binding is needed for contour detection and associating information across the brain.
3) Later visual areas like V4 and LOC that can detect more complex patterns like textures and generalized contours beyond just simple features.
4) How visual pattern recognition is shaped by both innate neural architecture and individual learning and experience.
The document discusses how human vision works through a series of "visual queries" using rapid eye movements to sample our visual environment. It explains that we only perceive a small amount of visual information at once, but can access different parts of our surroundings quickly. The processing of visual information involves both bottom-up and top-down mechanisms, with attention playing a key role. Effective information design should support the important visual queries and cognitive tasks that a display aims to address.
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A step-by-step guide to creating cutting edge television commercials, exploring everything from how television communicates to how to sell concepts. Individual chapters address hot issues in advertising development, and global advertising leaders contribute their secrets to success
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The document discusses signal detection theory and the four main functions of attention: signal detection, selective attention, divided attention, and search. It describes signal detection theory and the four possible outcomes of detecting or not detecting a target stimulus. It then discusses each of the four main functions of attention in more detail, including definitions, theories, and studies related to vigilance, selective attention, divided attention, and visual search. Finally, it discusses attention deficit hyperactivity disorder and its causes and symptoms.
The document discusses early theories of focused attention, including Broadbent's filter model where a filter blocks some information, Treisman's attenuator model where information is attenuated but not blocked, and Deutsch and Deutsch's late selection pertinence model where all information is processed and selection occurs later based on relevance. Later research found issues with assuming a single channel and supported models with multiple stages of processing to avoid overloading limited capacity.
The document discusses visual thinking and information visualization design. It covers several topics:
1) How the brain forms patterns by combining ideas with evidence from the visual world. Patterns emerge through top-down and bottom-up processes in the visual cortex.
2) The binding problem, where disconnected visual features must be combined into coherent patterns and objects. Binding is needed for contour detection and associating information across the brain.
3) Later visual areas like V4 and LOC that can detect more complex patterns like textures and generalized contours beyond just simple features.
4) How visual pattern recognition is shaped by both innate neural architecture and individual learning and experience.
The document discusses how human vision works through a series of "visual queries" using rapid eye movements to sample our visual environment. It explains that we only perceive a small amount of visual information at once, but can access different parts of our surroundings quickly. The processing of visual information involves both bottom-up and top-down mechanisms, with attention playing a key role. Effective information design should support the important visual queries and cognitive tasks that a display aims to address.
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This document outlines an agenda for a workshop on mobile prototyping essentials. The morning session will discuss what makes mobile UX different from web design and include exercises on identifying mobile needs, ideating concepts, and creating prototypes. The afternoon session focuses on mobile prototyping and includes exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Key principles discussed for mobile design include designing experiences that are uniquely mobile, sympathetic to user context, and allow the interface to "speak its power" through intuitive interaction.
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This document outlines an agenda and content for a workshop on mobile prototyping essentials. The morning session discusses what makes mobile UX different than web design and includes exercises on identifying customer needs and ideating concepts in context. The afternoon focuses on mobile prototyping, with exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Throughout, the workshop emphasizes designing for the unique aspects of mobile by focusing on needs rather than solutions, understanding context, and allowing interfaces to "speak their power" through ruthless editing.
This chapter discusses perceptual and cognitive structure of space, including depth perception and costs of navigation. It covers various depth cues like occlusion, perspective, and shading. The principles of 2.5D design are outlined, which use depth selectively to support goals while ensuring critical information is accessible. Navigation through space has cognitive costs, and different modes of accessing information like traveling or online have different cost profiles. The chapter concludes that depth perception differs from patterns in the image plane and 2.5D design principles account for these differences.
This document provides an introduction to data visualization. It discusses what data visualization is, why it is used, and the stages involved in creating visualizations from data. Key points include:
- Data visualization involves using visual representations of data to help people analyze and communicate information more effectively.
- Visualizations are used for tasks like recording information, analyzing data to support reasoning, and communicating information.
- The process of creating visualizations involves understanding the properties of the data, properties of images and perception, and rules for mapping data to visual encodings.
- Important considerations include which visual variables to use to encode different data properties, principles of visual perception, and enabling interaction with the data. Validation of the effectiveness of
Visual attention allows us to focus on important visual stimuli. The brain cannot process all visual information at once, so it relies on mechanisms like pre-attentive perception, focus, saccades, and fixations to select what to attend to. Pre-attentive perception processes unconscious visual information. Focus provides high visual resolution only in the small fovea region where our eyes are directed. Saccades are rapid eye movements that allow us to see our surroundings sharply by focusing our fovea on different locations. Fixations maintain the eyes' gaze on a single location for a brief period. Tunnel vision can occur when cognitive load increases, narrowing the useful field of vision and causing peripheral details to be missed.
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This document discusses the distribution of cognition across individuals, tools, language, and methodology (H-LAM/T systems). It suggests that improving individual effectiveness in society should be approached as a system engineering problem by studying the interacting whole using a synthesis-oriented approach. The document also discusses using control theory and information theory to explain cognitive and social phenomena (cybernetics). Finally, it discusses using paired analytics sessions with a visual analyst and domain expert to collaborate on analytic tasks and influence design decisions in aviation safety.
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- It allows researchers to explore large datasets in an interactive way to generate hypotheses, as the initial analysis is often exploratory rather than driven by a specific hypothesis.
- It opens the "black box" of automated analysis by making the analysis process transparent and understandable to domain experts.
- Effective visualization techniques leverage human visual perception and cognition to facilitate reasoning about the data.
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The document describes an upcoming workshop on applying knowledge management in the Middle East context. The workshop will use interactive techniques like anecdote circles and group work to identify factors that promote or inhibit adoption of KM practices in the Middle East and discuss if the region's context is significantly different than others. Participants will explore the issues, share experiences, and identify themes, characters, and traits. If time allows, they will develop archetypes. A mix of sensemaking, narrative inquiry, and strategic foresight applications will guide the workshop's interactive approach.
This document provides an overview of three types of machine learning: supervised learning, reinforcement learning, and unsupervised learning. It then discusses supervised learning in more detail, explaining that each training case consists of an input and target output. Regression aims to predict a real number output, while classification predicts a class label. The learning process typically involves choosing a model and adjusting its parameters to reduce the discrepancy between the model's predicted output and the true target output on each training case.
This document summarizes recent research on human visual perception and its relevance to visualization and computer graphics. It discusses how:
1) The human visual system can rapidly categorize images into regions and properties based on simple parallel computations, before focused attention (called preattentive processing).
2) Five theories of preattentive processing are described, focusing on a limited set of basic visual features (color, size, orientation etc.) that can be detected very quickly.
3) Later research showed that attention still influences early vision, and what we see depends on where attention is focused and what is already in our visual memory.
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
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This document outlines an agenda and content for a workshop on mobile prototyping essentials. The morning session discusses what makes mobile UX different than web design and includes exercises on identifying customer needs and ideating concepts in context. The afternoon focuses on mobile prototyping, with exercises on storyboarding, translating graphical interfaces to natural user interfaces, and creating in-screen prototypes. Throughout, the workshop emphasizes designing for the unique aspects of mobile by focusing on needs rather than solutions, understanding context, and allowing interfaces to "speak their power" through ruthless editing.
This chapter discusses perceptual and cognitive structure of space, including depth perception and costs of navigation. It covers various depth cues like occlusion, perspective, and shading. The principles of 2.5D design are outlined, which use depth selectively to support goals while ensuring critical information is accessible. Navigation through space has cognitive costs, and different modes of accessing information like traveling or online have different cost profiles. The chapter concludes that depth perception differs from patterns in the image plane and 2.5D design principles account for these differences.
This document provides an introduction to data visualization. It discusses what data visualization is, why it is used, and the stages involved in creating visualizations from data. Key points include:
- Data visualization involves using visual representations of data to help people analyze and communicate information more effectively.
- Visualizations are used for tasks like recording information, analyzing data to support reasoning, and communicating information.
- The process of creating visualizations involves understanding the properties of the data, properties of images and perception, and rules for mapping data to visual encodings.
- Important considerations include which visual variables to use to encode different data properties, principles of visual perception, and enabling interaction with the data. Validation of the effectiveness of
Visual attention allows us to focus on important visual stimuli. The brain cannot process all visual information at once, so it relies on mechanisms like pre-attentive perception, focus, saccades, and fixations to select what to attend to. Pre-attentive perception processes unconscious visual information. Focus provides high visual resolution only in the small fovea region where our eyes are directed. Saccades are rapid eye movements that allow us to see our surroundings sharply by focusing our fovea on different locations. Fixations maintain the eyes' gaze on a single location for a brief period. Tunnel vision can occur when cognitive load increases, narrowing the useful field of vision and causing peripheral details to be missed.
This presentation is based on about 20 research papers around animation in user interfaces, and goes into more detail for about 10 of them. It explains what we really know about the effects of animation in user interfaces, trying to cut through all the opinions and assumptions that have been established in the field of interaction design and user experience.
This covers a end-to-end coverage of neural networks,CNN internals , Tensorflow and Keras basic , intution on object detection and face recognition and AI on Android x86.
Attention mechanism in brain and deep neural networkZahra Sadeghi
Attention implements an information-processing bottleneck that allows only a small part of the incoming sensory information to reach short-term memory and visual awareness.
This document discusses emotional design and how emotions can be designed for in everyday human activities. It begins by defining design and outlining the different types of design including technology-driven, aesthetics-driven, and emotional-driven design. It then discusses what emotions are from a cognitive perspective involving cognitive evaluation, physiological changes, and action. A model of emotional design is presented involving user signals/inputs, perception, constraints, and emotion/outputs. Various methods for measuring emotions are also outlined including the human processor model, neuroscientific methods like EEG and fMRI, facial coding systems, and more. Finally, laws of perception, aesthetics, and cognition are briefly discussed.
This document discusses the distribution of cognition across individuals, tools, language, and methodology (H-LAM/T systems). It suggests that improving individual effectiveness in society should be approached as a system engineering problem by studying the interacting whole using a synthesis-oriented approach. The document also discusses using control theory and information theory to explain cognitive and social phenomena (cybernetics). Finally, it discusses using paired analytics sessions with a visual analyst and domain expert to collaborate on analytic tasks and influence design decisions in aviation safety.
Cognitive ergonomics presentation master copyHiren Shah
The document discusses cognitive ergonomics and its goals and principles. It defines cognitive ergonomics as the study of cognition in work settings to optimize human and system performance. It focuses on the fit between human cognitive abilities and limitations and tasks, machines, and environments. The goals of cognitive ergonomics include enhancing cognitive task performance through user-centered design of human-machine interactions and developing training programs. It also discusses various cognitive processes and models of cognitive ergonomics involving usefulness, usability, and acceptance.
Behind Eyetracking: How the Brain Utilizies Its Eyes (Dixon Cleveland)uxpa-dc
The document discusses how the brain utilizes the eyes. It notes that eyes are excellent pointers that are driven by the brain in a continuous feedback loop, moving between fixations and saccades 4 times per second to gather targeted information from our environment. By monitoring eye activity, which provides insights into brain activity, eyetracking has significant potential to help programs interact with people in more natural, human ways.
Visual Analytics in Omics: why, what, how?Jan Aerts
Visual Analytics in omics can help address several challenges in analyzing complex biological data:
- It allows researchers to explore large datasets in an interactive way to generate hypotheses, as the initial analysis is often exploratory rather than driven by a specific hypothesis.
- It opens the "black box" of automated analysis by making the analysis process transparent and understandable to domain experts.
- Effective visualization techniques leverage human visual perception and cognition to facilitate reasoning about the data.
Luke Naismith - Workshop - KM Middle East 2011KMMiddleEast
The document describes an upcoming workshop on applying knowledge management in the Middle East context. The workshop will use interactive techniques like anecdote circles and group work to identify factors that promote or inhibit adoption of KM practices in the Middle East and discuss if the region's context is significantly different than others. Participants will explore the issues, share experiences, and identify themes, characters, and traits. If time allows, they will develop archetypes. A mix of sensemaking, narrative inquiry, and strategic foresight applications will guide the workshop's interactive approach.
This document provides an overview of three types of machine learning: supervised learning, reinforcement learning, and unsupervised learning. It then discusses supervised learning in more detail, explaining that each training case consists of an input and target output. Regression aims to predict a real number output, while classification predicts a class label. The learning process typically involves choosing a model and adjusting its parameters to reduce the discrepancy between the model's predicted output and the true target output on each training case.
This document summarizes recent research on human visual perception and its relevance to visualization and computer graphics. It discusses how:
1) The human visual system can rapidly categorize images into regions and properties based on simple parallel computations, before focused attention (called preattentive processing).
2) Five theories of preattentive processing are described, focusing on a limited set of basic visual features (color, size, orientation etc.) that can be detected very quickly.
3) Later research showed that attention still influences early vision, and what we see depends on where attention is focused and what is already in our visual memory.
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This document discusses research at the intersection of human and computer vision, with a focus on objects in context. It provides background on visual perception and challenges in object and scene recognition. Context is important for human vision but difficult for computers. Representative work by Renninger and Malik shows that early scene identification can be explained by a simple texture model, demonstrating the value of interdisciplinary research between human and computer vision. The document concludes by discussing the author's experiences with interdisciplinary collaboration between psychology and computer science.
Lasagna Alla Bolognese is a type of flat pasta with meat sauce usually layered between. It originated from early recipes in Italy. Fusilli Bucati includes several varieties of curled pasta shapes. It is made with shrimp, oil, salt, pepper, parsley, white wine and milk.
The document discusses the history of development of notebooks and speakers. It then discusses redesigning an unknown topic and provides information about planets, the evolution of rockets, and the first astronaut Armstrong. The document concludes with a section about the conflict between Israel and Palestine, covering its history and beginning, well-known wars, and current situation.
This document discusses information visualization design and different theories about sleep. It mentions possible harms of sleep and compares the time people go to bed. The document is written in Chinese and English and contains graphical symbols.
3. This chapter is about
• the theory of vision that describes what makes something small
easy to see.
• nitty-gritty details of design.
p.23
4. The perceptual laws of visual distinctness are based on
• low-level early-stage processing in the visual systems.
all graphical interpretation is built on
• the elementary pattern-processing systems we find there provide the
substrate
p.24
5. Is there a “p”? Is there a “q”?
The fact that p’s are easy to see seems straightforward
and unsurprising. But why do the q’s take longer to find?
p.24
6. The Machinery of Low-level Feature Analysis
At the back of the brain in a region called the primary visual cortex (also called
visual area 1, or V1) cells would “fire,” thereby emitting a series of spikes of
electrical current when certain kinds of patterns were put in front of an animal’s eye.
• V1 is a kind of tapestry of interlocking regions where different kinds of
information are processed.
• Visual area 2 (V2) receives input from V1. V2’s neurons respond to slightly more
complex patterns, based on the processing already done in V1.
p.25
7. These cortical areas are parallel computers because they process every part of
the visual image simultaneously, computing local orientation, local color size
information, and local motion information.
p.25
8. What and Where Pathways
V1 and V2 provide the inputs to two distinct processing systems called the
what and the where systems, respectively.
p.26
9. • The what pathway - identification of objects in the environment.
• The where pathway - location of information and guiding actions in the world.
p.26
10. Eye Movement Planning
Biased competition
• If we are looking for tomatoes, what instruction can be issued?
• red-sensitive cells in V1 > shout louder
• blue- and green-sensitive cells > quiet
• Similar to orientations, or sizes—these are all features processed by
V1.
• The responses from the cells that are thereby sensitized are passed
both up the where pathway, to regions that send signals to make eye
movements occur.
p.26-27
13. Pre-attentive occurred because of automatic mechanisms operating prior to
the action of attention and taking and taking advantage of the parallel
computing of features that occurs in V1 and V2.
p.28
14. Pre-attentive
• Intense concentrated attention is required for the kinds of experiments
Triesman carried out.
• Recent experiments where subjects were not told of target ahead of time
show that all except the most blatant targets are missed. This is why pre-
attentive is a misnomer
p.29
15. A better term would be tunable, to indicate those visual properties that can be
used in the planning of the next eye movement.
The strongest pop-out effects occur when a single target object differs in some
feature from all other objects and where all the other objects are identical, or at
least very similar to one another.
p.29
16. Visual distinctness has as much to do with the visual characteristics of the
environment of an object as the characteristics of the object itself.
The simple features that lead to pop out are
• color
• orientation,
• size
• motion
• stereoscopic depth
Exception
• Convexity
• Concavity
p.29
21. Conjunction Search
Trying to find a target based on two features is called a visual conjunctive
search, and most visual conjunctions are hard to see. The easy-to-find
things can be differentiated by neurons farther up the what pathway.
p.30
22. For the pop-out effect to occur, it is not enough that low-level feature
differences simply exist, they must also be sufficiently large. The more the
background varies in a particular feature channel—such as color, texture, or
orientation—then the larger the difference required to make a feature distinct.
p.31
23. Feature Channels
• Channels are defined by the different ways the visual image is processed
in the primary visual cortex.
p.32
24. One might think that finding things quickly is simply a matter of practice
and we could learn to find complex patterns rapidly if we practiced
enough. The fact is that learning does not help much.
p.32
25. Lesson For Design
If you want to make something easy to find, make it different from its
surroundings according to some primary visual channel.
What if you wish to make several things easily searchable at the same time?
The solution is to use different channels.
p.33
29. Any complex design will contain a number of background colors.
Creating a display containing more than eight to ten independently searchable
symbols is probably impossible simply because there are not enough channels
available.
When we are aiming for pop-out, we only have about three difference steps
available on each channels: three sizes, three orientations, three frequencies of
motion, etc.
p.35
30. Many kinds of visibility enhancements are not symmetric.
• Adding an extra part to a symbol is more distinctive than taking a
part away.
• Increase in size will be more distinctive than a decrease in size
• Increase in contrast will be more distinctive than a decrease in
contrast
p.35
31. Motion
Our sensitivity to static detail falls off very rapidly away from the central
fovea.
Our sensitivity to motion falls off much less, so we can still see that
something is moving out of the corner of our eye, even though the shape is
invisible.
p.36
32. Motion
Motion is extremely powerful in generating an orienting response. Things
that most powerfully elicit the orienting response are not simply things
that move, but things that emerge into the visual field.
p.36
33. Motion
In the design of computer interface, one good use of motion is as a kind of
human interrupt.
• If the motion is rapid, the effect may be irritating and hard to ignore,
and this would be useful for urgent messages.
• If the motion is slower and smoother, the effect can be a gentler
reminder that there is something needing attention.
Signaling icons should emerge then disappear every few seconds or minutes
to reduce habituation.
The gratuitous use of motion is one of the worst forms of visual pollution, but
carefully applied motion can be a useful technique.
p.36
34. Visual Search Strategies and Skills
At every instant in time part of the brain is planning the next eye movement
based on
• information available from the current fixation of the eye.
• some small amount that is retained from the previous few fixations.
• Previous experience
• Influence the visual search pattern
• Where skill comes in
Graphic design:
• Visual structure at several scales can aid search process
• Large-scale structure is needed as a means for finding important mid-
scale and small-scale information.
p.37
35. The Detection Field
The area around the center of the fovea where the presence of a particular
target may be detected can be thought of as a detection field.
In the absence of a candidate target in the detection field, the purpose of a
scanning strategy is to get the eye in the vicinity of the target so that the
feature-based pop-out mechanism can function as a final step.
p.38
36. If small target patterns are embedded in specific types of large patterns, then
this information can be used.
First we make an eye movement to the likely neighborhood of a target, based
on the limited information in our peripheral vision; next, the local pattern
information provides a few candidates for individual detailed fixations.
p.39
37. Inhibition of Return
• Avoid revisiting places that have already been examined.
• Without a blocking mechanism the eye would be trapped, flicking back
and forth between the two most likely target areas.
• It is thought that a structure on the where pathway called the lateral
interparietal area performs this function.
• Experimental evidence suggests that between four and six locations
recently visited with eye movements are retained.
p.39
38. The visual Search Process
• Move and scan loop
• Eye movement control loop
• Pattern-testing loops.
p.40
39. Using Multiscale Structure to Design For Search
Having structure at multiple scales is most important for designs that will be
used over and over again. But even for designs that are used only for a few
minutes, high-level structure supports location memory and makes it easier
to revisit places that have been looked at only seconds ago.
p.40-41
41. One key to making efficient visual search is through the use of pop-out
properties. If a visual object is distinct on one or more of the visual channels,
then it can be processed to direct an eye movement.
The strongest pop-out differentiators are the basic feature channels found in
V1.
Large-scale graphic structure can also help with visual search, but only if the
searcher already knows where in a large structure an important detail exists.
p.42